Fallout New Vegas

File information

Last updated

Original upload

Created by

jkruse05

Uploaded by

jkruse05

Virus scan

Safe to use

Tags for this mod

About this mod

Brings in the classic semi-auto Hunting Rifle from Fallout 1 and 2.

Requirements
Permissions and credits
Changelogs
Donations
Sept. 6, 2020 -- Version 1.2. See Changes

Those of you who have played Fallout 1, 2, and/or Tactics may recall that the Hunting Rifle in those days was not a bolt-action, but a semi-auto sport rifle that could carry you for quite a while. That rifle is the fictional Colt Rangemaster. This mod will add a modern interpretation of that weapon into the Mohave.

Changes:
September 6, 2020 Version 1.2
--Incorporated the visual and audio changes from the Minor Improvement Patch
--Added the weapon and upgrades to additional leveled lists. See "Important Notes" for the full list. I recommend uninstalling the old version and making a new save before installing the update, in order to ensure the LL script runs again.

May 26, 2020 Minor Improvement Patch
It's been around six months since I finally finished the Fallout 4 version. This update was intended to do a bit more, like bring in some of the FO4 meshes on additional unique variants, but unfortunately I am having some issues backporting them. I'll attempt to do so again sometime in the future, but right now I have another project to focus on. For now, I apologize for how long it took, but I at least wanted to release the basic improvements that were promised.

--Optional File, install after either main file and overwrite
--Darkens textures on certain parts using the FO4 version textures.
--Higher quality firing sound, courtesy of user 438642

March 10. 2019 Version 1.1

--Removed the weapon from Super Mutant spawn lists since they apparently can't use it.
--Changed the backup weapon to a Sledgehammer rather than Varmint Rifle, just in case they still happen to get it from another list.
--Note that current users who update from an old version will probably still get some Super Mutants using their fists, but new characters and new users should be good to go.

Features:
--Completely custom meshes made in Blender
--(mostly)2k textures handmade in GIMP, using textures from cgtextures.com
--New firing sounds
--Three weapon modifications; scope, extended magazines, and an improved receiver
--One unique variant with slightly different meshes and textures, and a nod to Fallout Tactics
--UI icons for weapons and weapon mods
--Added to leveled lists with script, for better compatibility (see Important Notes)

Important Notes:
This mod uses a script to add the weapon and it's modifications to a few leveled lists. This script adds the entries to the leveled lists permanently within your save game. This is not new. You've most likely used mods that do it before without even realizing it. For this reason, I have made the Rangemaster list used for NPCs (but not the one for vendors) also include a Sledgehammer. Hopefully, if you decide to remove this mod, that will mean enemies spawning without a Rangemaster will still have a weapon to fall back on.
The current lists are;
VendorWeaponModsGunsTier3
VendorWeaponModsGunsTier4
VendorWeaponsGunsTier3
  VendorWeaponsGunsTier4
VendorWeaponsGunsCommon
LL2Tier3GunsTown
LL2Tier3GunsTown25
LL2Tier3GunsTown50
LL2Tier3GunsTown75
RaiderWeaponRifle
Raider2WeaponGun
NPCSettlerGun
VHDLegionRangedWeapons75
LL2Tier3GunsLegionPrime
LL2Tier3GunsLegionPrime25
LL2Tier3GunsLegionPrime50
LL2Tier3GunsLegionPrime75
Fiend3WeaponGunNV
FiendWeaponRifle

Plus a few extras for the TTW version.

Most of these are the same list that contains the Hunting Rifle for that enemy. The Rangemaster should be capable of spawning at level 1, but will get more common and be found in better condition as you get to the 8-13 range. If anyone has suggestions for better lists to add the weapon to, or wants to take a look at and improve my script, please let me know.

Remember that it takes three in-game days for leveled lists to reset and re-distribute items.

 Extra Information:
This version of the weapon is partially adapted from my older Fallout 4 version, with a new receiver inspired heavily by (but not directly based on) the AR16. I have also released a Fallout 4 version, utilizing what you see here as the basic model. 
The weapon is rigged to the Service rifle animations. As such, the reload is quite fast. I even added a forward assist to the model, just to make sure everything lined up. 
It is set to 30 damage, putting it between the Marksman Carbine and GRA Battle Rifles. It begins with a 10 round 5.56 magazine that can be upgraded to 15 rounds. The unique variant's stats are a bit different when it comes to damage and magazine size, but it has the improved receiver already applied, and can have a scope added. Neither variant has any special features, like improved crit damage or chance, but the unique one does do something a little different. I have also slowed the fire rate of NPCs just a touch, to keep the damage from getting too overwhelming.

Iron sights are aligned so just the very tip of the front post should be placed over your target. Accuracy is reasonably high, but not so high as a Sniper Rifle or Marksman Carbine. Even so, you'll need to have your crosshairs placed perfectly for longer range targets.
 
The unique variant is hidden a bit out of the way, and you'll have to climb a bit, but it is perfectly reachable. Check the spoiler for more help. 

Spoiler:  
Show



Compatibility:
There should be no compatibility issues with this mod.

Known issues:
--Can't seem to make the tape completely non-reflective. Most of the time it looks fine, but in the wrong light or at the wrong angle it can become glossy.

--In my testing the Vendor lists from above worked when the Rangemaster was placed directly in them (not through script). The others seemed to work fine after I switched to the script method, but I didn't see any with the vendors I checked. However, I knew that it worked previously, so I decided to stick with the same lists. If this turns out to be an issue and you see no Rangemasters showing up, especially in shops, by level 15, please let me know and I can try to find alternate lists or change my script if needed.


Most of my other mods are for Fallout 4